Latest Update: Impact of current COVID-19 situation has been considered in this report while making the analysis.
Global Wireless Gaming Headsets Market by Type (Infrared, M Wave, Decimeter Wave), By Application (Personal Use, Commercial Use) And By Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast From 2022 To 2030-report

Global Wireless Gaming Headsets Market by Type (Infrared, M Wave, Decimeter Wave), By Application (Personal Use, Commercial Use) And By Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast From 2022 To 2030

Report ID: 150742 3300 Consumer Goods 377 234 Pages 5 (41)
                                          

The global wireless gaming headsets market is expected to grow at a CAGR of XX% during the forecast period. The market is driven by the increasing demand for wireless gaming headsets in commercial use. The growing popularity of online multiplayer games and the need for uninterrupted gameplay are driving this trend. The global wireless gaming headsets market has been segmented on the basis of type, application, and region. On the basis of type, it has been classified into infrared, M wave and decimeter wave. On the basis of application, it has been classified into personal use and commercial use. On the basis of region, it has been classified into North America (NA), Latin America (LA), Europe (EU), Asia Pacific (APAC) and Middle East & Africa (MEA). -Wireless gaming headsets are more convenient than wired headsets because they don't require a cord to connect the headset to the console. -The wireless technology used in these headsets is Bluetooth, which is a low power consumption technology that doesn't require charging. -Wireless gaming headsets are also more affordable than wired ones because they don't need any additional hardware for connection. -The wireless signal can be interrupted by walls and other objects, but this can be avoided by using a high quality headset with an extended range. -Wireless gaming headsets have been around since the early 2000s, but their popularity has increased in recent years due to their convenience and affordability.

Industry Growth Insights published a new data on “Wireless Gaming Headsets Market”. The research report is titled “Wireless Gaming Headsets Market research by Types (Infrared, M Wave, Decimeter Wave), By Applications (Personal Use, Commercial Use), By Players/Companies Sennheiser, SteelSeries, Turtle Beach, Cooler Master, Creative Technology, Mad Catz, Razer, Corsair, Gioteck, Logitech, Sentey, Sades, Skullcandy, Kotion Electronic, Somic, ASTRO Gaming, Audio-Technica”.

Scope Of The Report

Report Attributes

Report Details

Report Title

Wireless Gaming Headsets Market Research Report

By Type

Infrared, M Wave, Decimeter Wave

By Application

Personal Use, Commercial Use

By Companies

Sennheiser, SteelSeries, Turtle Beach, Cooler Master, Creative Technology, Mad Catz, Razer, Corsair, Gioteck, Logitech, Sentey, Sades, Skullcandy, Kotion Electronic, Somic, ASTRO Gaming, Audio-Technica

Regions Covered

North America, Europe, APAC, Latin America, MEA

Base Year

2021

Historical Year

2019 to 2020 (Data from 2010 can be provided as per availability)

Forecast Year

2030

Number of Pages

234

Number of Tables & Figures

164

Customization Available

Yes, the report can be customized as per your need.


Global Wireless Gaming Headsets Industry Outlook


Global Wireless Gaming Headsets Market Report Segments:

The global Wireless Gaming Headsets market is segmented on the basis of:

Types

Infrared, M Wave, Decimeter Wave

The product segment provides information about the market share of each product and the respective CAGR during the forecast period. It lays out information about the product pricing parameters, trends, and profits that provides in-depth insights of the market. Furthermore, it discusses latest product developments & innovation in the market.

Applications

Personal Use, Commercial Use

The application segment fragments various applications of the product and provides information on the market share and growth rate of each application segment. It discusses the potential future applications of the products and driving and restraining factors of each application segment.

Some of the companies that are profiled in this report are:

  1. Sennheiser
  2. SteelSeries
  3. Turtle Beach
  4. Cooler Master
  5. Creative Technology
  6. Mad Catz
  7. Razer
  8. Corsair
  9. Gioteck
  10. Logitech
  11. Sentey
  12. Sades
  13. Skullcandy
  14. Kotion Electronic
  15. Somic
  16. ASTRO Gaming
  17. Audio-Technica

Global Wireless Gaming Headsets Market Overview


Highlights of The Wireless Gaming Headsets Market Report:

  1. The market structure and projections for the coming years.
  2. Drivers, restraints, opportunities, and current trends of market.
  3. Historical data and forecast.
  4. Estimations for the forecast period 2030.
  5. Developments and trends in the market.
  6. By Type:

    1. Infrared
    2. M Wave
    3. Decimeter Wave
  1. By Application:

    1. Personal Use
    2. Commercial Use
  1. Market scenario by region, sub-region, and country.
  2. Market share of the market players, company profiles, product specifications, SWOT analysis, and competitive landscape.
  3. Analysis regarding upstream raw materials, downstream demand, and current market dynamics.
  4. Government Policies, Macro & Micro economic factors are also included in the report.

We have studied the Wireless Gaming Headsets Market in 360 degrees via. both primary & secondary research methodologies. This helped us in building an understanding of the current market dynamics, supply-demand gap, pricing trends, product preferences, consumer patterns & so on. The findings were further validated through primary research with industry experts & opinion leaders across countries. The data is further compiled & validated through various market estimation & data validation methodologies. Further, we also have our in-house data forecasting model to predict market growth up to 2030.

Regional Analysis

  • North America
  • Europe
  • Asia Pacific
  • Middle East & Africa
  • Latin America

Note: A country of choice can be added in the report at no extra cost. If more than one country needs to be added, the research quote will vary accordingly.

The geographical analysis part of the report provides information about the product sales in terms of volume and revenue in regions. It lays out potential opportunities for the new entrants, emerging players, and major players in the region. The regional analysis is done after considering the socio-economic factors and government regulations of the countries in the regions.

How you may use our products:

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  • Market Entry Strategies
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  • Product & Brand Management
  • Channel & Customer Management
  • Identifying Appropriate Advertising Appeals

Global Wireless Gaming Headsets Market Statistics

8 Reasons to Buy This Report

  1. Includes a Chapter on the Impact of COVID-19 Pandemic On the Market
  2. Report Prepared After Conducting Interviews with Industry Experts & Top Designates of the Companies in the Market
  3. Implemented Robust Methodology to Prepare the Report
  4. Includes Graphs, Statistics, Flowcharts, and Infographics to Save Time
  5. Industry Growth Insights Provides 24/5 Assistance Regarding the Doubts in the Report
  6. Provides Information About the Top-winning Strategies Implemented by Industry Players.
  7. In-depth Insights On the Market Drivers, Restraints, Opportunities, and Threats
  8. Customization of the Report Available

Frequently Asked Questions?


Wireless gaming headsets are a type of gaming headset that uses wireless technology to connect to a computer or console. They allow players to hear the game audio and chat with other players without having to use an external cable. Wireless gaming headsets are often more affordable than traditional wired gaming headsets, and they can be used with any device that has a headphone jack.

Some of the key players operating in the wireless gaming headsets market are Sennheiser, SteelSeries, Turtle Beach, Cooler Master, Creative Technology, Mad Catz, Razer, Corsair, Gioteck, Logitech, Sentey, Sades, Skullcandy, Kotion Electronic, Somic, ASTRO Gaming, Audio-Technica.

                                            
1. Executive Summary

2. Assumptions and Acronyms Used

3. Research Methodology

4. Wireless Gaming Headsets Market Overview
   4.1. Introduction
      4.1.1. Market Taxonomy
      4.1.2. Market Definition
   4.2. Macro-Economic Factors
      4.2.1. Industry Outlook
   4.3. Wireless Gaming Headsets Market Dynamics
      4.3.1. Market Drivers
      4.3.2. Market Restraints
      4.3.3. Opportunity
      4.3.4. Market Trends
   4.4. Wireless Gaming Headsets Market - Supply Chain
   4.5. Global Wireless Gaming Headsets Market Forecast
      4.5.1. Wireless Gaming Headsets Market Size (US$ Mn) and Y-o-Y Growth
      4.5.2. Wireless Gaming Headsets Market Size (000’ Units) and Y-o-Y Growth
      4.5.3. Wireless Gaming Headsets Market Absolute $ Opportunity

5. Global Wireless Gaming Headsets Market Analysis and Forecast by Type
   5.1. Market Trends
   5.2. Introduction
      5.2.1. Basis Point Share (BPS) Analysis by Type
      5.2.2. Y-o-Y Growth Projections by Type
   5.3. Wireless Gaming Headsets Market Size and Volume Forecast by Type
      5.3.1. Infrared
      5.3.2. M Wave
      5.3.3. Decimeter Wave
   5.4. Absolute $ Opportunity Assessment by Type
   5.5. Market Attractiveness/Growth Potential Analysis by Type

6. Global Wireless Gaming Headsets Market Analysis and Forecast by Application
   6.1. Market Trends
   6.2. Introduction
      6.2.1. Basis Point Share (BPS) Analysis by Application
      6.2.2. Y-o-Y Growth Projections by Application
   6.3. Wireless Gaming Headsets Market Size and Volume Forecast by Application
      6.3.1. Personal Use
      6.3.2. Commercial Use
   6.4. Absolute $ Opportunity Assessment by Application
   6.5. Market Attractiveness/Growth Potential Analysis by Application

7. Global Wireless Gaming Headsets Market Analysis and Forecast by Sales Channel
   7.1. Market Trends
   7.2. Introduction
      7.2.1. Basis Point Share (BPS) Analysis by Sales Channel 
      7.2.2. Y-o-Y Growth Projections by Sales Channel
   7.3. Wireless Gaming Headsets Market Size and Volume Forecast by Sales Channel 
      7.3.1. Manufacturer/Distributor/Service Provider
      7.3.2. Aftermarket
   7.4. Absolute $ Opportunity Assessment by Sales Channel
   7.5. Market Attractiveness/Growth Potential Analysis by Sales Channel

8. Global Wireless Gaming Headsets Market Analysis and Forecast by Region
   8.1. Market Trends
   8.2. Introduction
      8.2.1. Basis Point Share (BPS) Analysis by Region
      8.2.2. Y-o-Y Growth Projections by Region
   8.3. Wireless Gaming Headsets Market Size and Volume Forecast by Region
      8.3.1. North America
      8.3.2. Latin America
      8.3.3. Europe
      8.3.4. Asia Pacific
      8.3.5. Middle East and Africa (MEA)
   8.4. Absolute $ Opportunity Assessment by Region
   8.5. Market Attractiveness/Growth Potential Analysis by Region
   8.6. Global Wireless Gaming Headsets Demand Share Forecast, 2019-2026

9. North America Wireless Gaming Headsets Market Analysis and Forecast
   9.1. Introduction
      9.1.1. Basis Point Share (BPS) Analysis by Country
      9.1.2. Y-o-Y Growth Projections by Country
   9.2. North America Wireless Gaming Headsets Market Size and Volume Forecast by Country
      9.2.1. U.S.
      9.2.2. Canada
   9.3. Absolute $ Opportunity Assessment by Country
   9.4. North America Wireless Gaming Headsets Market Size and Volume Forecast by Application
      9.4.1. Personal Use
      9.4.2. Commercial Use
   9.5. Basis Point Share (BPS) Analysis by Application
   9.6. Y-o-Y Growth Projections by Application
   9.7. North America Wireless Gaming Headsets Market Size and Volume Forecast by Type
      9.7.1. Infrared
      9.7.2. M Wave
      9.7.3. Decimeter Wave
   9.8. Basis Point Share (BPS) Analysis by Type
   9.9. Y-o-Y Growth Projections by Type
   9.10. Market Attractiveness/Growth Potential Analysis
      9.10.1. By Country
      9.10.2. By Product Type
      9.10.3. By Application
      9.10.4. By Sales Channel
   9.11. North America Wireless Gaming Headsets Demand Share Forecast, 2019-2026

10. Latin America Wireless Gaming Headsets Market Analysis and Forecast
   10.1. Introduction
      10.1.1. Basis Point Share (BPS) Analysis by Country
      10.1.2. Y-o-Y Growth Projections by Country
      10.1.3. Latin America Average Pricing Analysis
   10.2. Latin America Wireless Gaming Headsets Market Size and Volume Forecast by Country
      10.2.1. Brazil
      10.2.2. Mexico
      10.2.3. Rest of Latin America
   10.3. Absolute $ Opportunity Assessment by Country
   10.4. Latin America Wireless Gaming Headsets Market Size and Volume Forecast by Application
      10.4.1. Personal Use
      10.4.2. Commercial Use
   10.5. Basis Point Share (BPS) Analysis by Application
   10.6. Y-o-Y Growth Projections by Application
   10.7. Latin America Wireless Gaming Headsets Market Size and Volume Forecast by Type
      10.7.1. Infrared
      10.7.2. M Wave
      10.7.3. Decimeter Wave
   10.8. Basis Point Share (BPS) Analysis by Type
   10.9. Y-o-Y Growth Projections by Type
   10.10. Market Attractiveness/Growth Potential Analysis
      10.10.1. By Country
      10.10.2. By Product Type
      10.10.3. By Application
      10.10.4. By Sales Channel
   10.11. Latin America Wireless Gaming Headsets Demand Share Forecast, 2019-2026

11. Europe Wireless Gaming Headsets Market Analysis and Forecast
   11.1. Introduction
      11.1.1. Basis Point Share (BPS) Analysis by Country
      11.1.2. Y-o-Y Growth Projections by Country
      11.1.3. Europe Average Pricing Analysis
   11.2. Europe Wireless Gaming Headsets Market Size and Volume Forecast by Country
      11.2.1. Germany
      11.2.2. France
      11.2.3. Italy
      11.2.4. U.K.
      11.2.5. Spain
      11.2.6. Russia
      11.2.7. Rest of Europe
   11.3. Absolute $ Opportunity Assessment by Country
   11.4. Europe Wireless Gaming Headsets Market Size and Volume Forecast by Application
      11.4.1. Personal Use
      11.4.2. Commercial Use
   11.5. Basis Point Share (BPS) Analysis by Application
   11.6. Y-o-Y Growth Projections by Application
   11.7. Europe Wireless Gaming Headsets Market Size and Volume Forecast by Type
      11.7.1. Infrared
      11.7.2. M Wave
      11.7.3. Decimeter Wave
   11.8. Basis Point Share (BPS) Analysis by Type
   11.9. Y-o-Y Growh Projections by Type
   11.10. Market Attractiveness/Growth Potential Analysis
      11.10.1. By Country
      11.10.2. By Product Type
      11.10.3. By Application
      11.10.4. By Sales Channel
   11.11. Europe Wireless Gaming Headsets Demand Share, 2019-2026

12. Asia Pacific Wireless Gaming Headsets Market Analysis and Forecast
   12.1. Introduction
      12.1.1. Basis Point Share (BPS) Analysis by Country
      12.1.2. Y-o-Y Growth Projections by Country
      12.1.3. Asia Pacific Average Pricing Analysis
   12.2. Asia Pacific Wireless Gaming Headsets Market Size and Volume Forecast by Country
      12.2.1. China
      12.2.2. Japan
      12.2.3. South Korea
      12.2.4. India
      12.2.5. Australia
      12.2.6. Rest of Asia Pacific (APAC)
   12.3. Absolute $ Opportunity Assessment by Country
   12.4. Asia Pacific Wireless Gaming Headsets Market Size and Volume Forecast by Application
      12.4.1. Personal Use
      12.4.2. Commercial Use
   12.5. Basis Point Share (BPS) Analysis by Application
   12.6. Y-o-Y Growth Projections by Application
   12.7. Asia Pacific Wireless Gaming Headsets Market Size and Volume Forecast by Type
      12.7.1. Infrared
      12.7.2. M Wave
      12.7.3. Decimeter Wave
   12.8. Basis Point Share (BPS) Analysis by Type
   12.9. Y-o-Y Growth Projections by Type
   12.10. Market Attractiveness/Growth Potential Analysis
      12.10.1. By Country
      12.10.2. By Product Type
      12.10.3. By Application
      12.10.4. By Sales Channel
   12.11. Asia Pacific Wireless Gaming Headsets Demand Share, 2019-2026

13. Middle East & Africa Wireless Gaming Headsets Market Analysis and Forecast
   13.1. Introduction
      13.1.1. Basis Point Share (BPS) Analysis by Country
      13.1.2. Y-o-Y Growth Projections by Country
      13.1.3. Asia Pacific Average Pricing Analysis
   13.2. Middle East & Africa Wireless Gaming Headsets Market Size and Volume Forecast by Country
      13.2.1. Saudi Arabia
      13.2.2. South Africa
      13.2.3. UAE
      13.2.4. Rest of Middle East & Africa (MEA)
   13.3. Absolute $ Opportunity Assessment by Country
   13.4. Middle East & Africa Wireless Gaming Headsets Market Size and Volume Forecast by Application
      13.4.1. Personal Use
      13.4.2. Commercial Use
   13.5. Basis Point Share (BPS) Analysis by Application
   13.6. Y-o-Y Growth Projections by Application
   13.7. Middle East & Africa Wireless Gaming Headsets Market Size and Volume Forecast by Type
      13.7.1. Infrared
      13.7.2. M Wave
      13.7.3. Decimeter Wave
   13.8. Basis Point Share (BPS) Analysis by Type
   13.9. Y-o-Y Growth Projections by Type
   13.10. Market Attractiveness/Growth Potential Analysis
      13.10.1. By Country
      13.10.2. By Product Type
      13.10.3. By Application
      13.10.4. By Sales Channel
   13.11. Middle East & Africa Wireless Gaming Headsets Demand Share, 2019-2026

14. Competition Landscape
   14.1. Global Wireless Gaming Headsets Market: Market Share Analysis
   14.2. Wireless Gaming Headsets Distributors and Customers
   14.3. Wireless Gaming Headsets Market: Competitive Dashboard
   14.4. Company Profiles (Details – Overview, Financials, Developments, Strategy) 
      14.4.1. Sennheiser
         14.4.1.1. Overview
         14.4.1.2. Financials
         14.4.1.3. Developments
         14.4.1.4. Strategic Outlook
      14.4.2. SteelSeries
         14.4.2.1. Overview
         14.4.2.2. Financials
         14.4.2.3. Developments
         14.4.2.4. Strategic Outlook
      14.4.3. Turtle Beach
         14.4.3.1. Overview
         14.4.3.2. Financials
         14.4.3.3. Developments
         14.4.3.4. Strategic Outlook
      14.4.4. Cooler Master
         14.4.4.1. Overview
         14.4.4.2. Financials
         14.4.4.3. Developments
         14.4.4.4. Strategic Outlook
      14.4.5. Creative Technology
         14.4.5.1. Overview
         14.4.5.2. Financials
         14.4.5.3. Developments
         14.4.5.4. Strategic Outlook
      14.4.6. Mad Catz
         14.4.6.1. Overview
         14.4.6.2. Financials
         14.4.6.3. Developments
         14.4.6.4. Strategic Outlook
      14.4.7. Razer
         14.4.7.1. Overview
         14.4.7.2. Financials
         14.4.7.3. Developments
         14.4.7.4. Strategic Outlook
      14.4.8. Corsair
         14.4.8.1. Overview
         14.4.8.2. Financials
         14.4.8.3. Developments
         14.4.8.4. Strategic Outlook
      14.4.9. Gioteck
         14.4.9.1. Overview
         14.4.9.2. Financials
         14.4.9.3. Developments
         14.4.9.4. Strategic Outlook
      14.4.10. Logitech
         14.4.10.1. Overview
         14.4.10.2. Financials
         14.4.10.3. Developments
         14.4.10.4. Strategic Outlook
      14.4.11. Sentey
         14.4.11.1. Overview
         14.4.11.2. Financials
         14.4.11.3. Developments
         14.4.11.4. Strategic Outlook
      14.4.12. Sades
         14.4.12.1. Overview
         14.4.12.2. Financials
         14.4.12.3. Developments
         14.4.12.4. Strategic Outlook
      14.4.13. Skullcandy
         14.4.13.1. Overview
         14.4.13.2. Financials
         14.4.13.3. Developments
         14.4.13.4. Strategic Outlook
      14.4.14. Kotion Electronic
         14.4.14.1. Overview
         14.4.14.2. Financials
         14.4.14.3. Developments
         14.4.14.4. Strategic Outlook
      14.4.15. Somic
         14.4.15.1. Overview
         14.4.15.2. Financials
         14.4.15.3. Developments
         14.4.15.4. Strategic Outlook
      14.4.16. ASTRO Gaming
         14.4.16.1. Overview
         14.4.16.2. Financials
         14.4.16.3. Developments
         14.4.16.4. Strategic Outlook
      14.4.17. Audio-Technica
         14.4.17.1. Overview
         14.4.17.2. Financials
         14.4.17.3. Developments
         14.4.17.4. Strategic Outlook
      14.4.18. COMPANY 18
         14.4.18.1. Overview
         14.4.18.2. Financials
         14.4.18.3. Developments
         14.4.18.4. Strategic Outlook
      14.4.19. COMPANY 19
         14.4.19.1. Overview
         14.4.19.2. Financials
         14.4.19.3. Developments
         14.4.19.4. Strategic Outlook
      14.4.20. COMPANY 20
         14.4.20.1. Overview
         14.4.20.2. Financials
         14.4.20.3. Developments
         14.4.20.4. Strategic Outlook

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